Weapons Engineer
By: Joshua Brink
Attribute Requirements: IQ 10 or higher. A high MA and PP are
recommended but not required.
OCC Skills
Laser (+15%)
Optic Systems (+10%)
Radio: Basic (+15%)
Electronics: Basic (+20%)
Electrical engineer: (+15%)
Mechanical Engineer: (+15%)
Weapons Engineer: (+20%)
Demolitions (+15%)
Demotions Disposal (+10%)
Read Sensory Equipment (+15%)
Weapon Systems (+20%)
Chemistry (+10%)
Chemistry: Analytical (+5%)
Mathematics: Basic (+20%)
Mathematics: Advanced (+15%)
Language: Tecno-can (+20%)
Literacy: Native (98%)
Literacy: Tecno-can (+20%)
Computer Operations (+15%)
Computer Programming: (+10%)
Carpentry (+10%)
Weapon Proficiency: E-Pistol
Weapon Proficiency: E-Rifle
OCC Related Skills - Six of Choice
Communications: any (+10%)
Domestic: any (+5%)
Electrical: any (+15%)
Hand to Hand: Basic only
Mechanical: any (+15%)
Medical: any
Physical: any
Pilot: any (+5%)
Pilot Related: any
Rogue: any (+5%)
Science: any (+10%)
Technical: any (+15%)
Weapon Proficiencies: any
Wilderness: any
Secondary Skills - Four of choice from the list above
(except Physical) with no bonuses.
Cybernetics
The Weapons Engineer usually starts with 1D4 cybernetic implants
to aid in his/her work. I.e. cyber eye for magnification. They
may add more as need and money allows.
Standard Equipment
Any tools and/or electrical components that s/he needs. Two
modified energy weapons of choice. Vehicle of choice (Non -
Military).
Money
2D6x100 Universal Credits
4D4x1000 in store credit
3D6x1000 in tradable goods
Psionics
40% chance of minor psionics
3D6 ISP +1D4/level
Choose 3 powers from:
Mind block
Object read
Resist Fatigue
Sense Magic
Speed-Reading
Sixth Sense
Total Recall
Or Telemechanics Only!
Special Skills
Improve weapon efficiency, damage and range by 10 - 100%
(1D10x10)
Invent new weapons
Create explosives
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